How to remove a ability from a hero
#1
Posted 25 April 2006 - 02:58 AM
for example remove the ability fires of doom form sauron.
is there somebody can tell me the code?
#2
Posted 25 April 2006 - 03:00 AM
Dmain | I-Cold | earthWhois
Dmain Now offers .mobi extensions....why? Because we can
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#3
Posted 25 April 2006 - 03:34 AM
is there a map.ini tutorial?
#4
Posted 25 April 2006 - 04:08 AM
what you do is open an empty file, and add your CommandSet WITHOUT the power you want to remove.
Save as map.ini and place it in your maps folder.
#5
Posted 25 April 2006 - 04:24 AM
By the way, This is not the Final result, Im still finishing it map.ini_Tutorial_Part_1.txt 5.57KB 85 downloads
EDIT: Updated
Edited by Fingulfin, 25 April 2006 - 05:35 PM.
#6
Posted 25 April 2006 - 05:06 AM
Dmain | I-Cold | earthWhois
Dmain Now offers .mobi extensions....why? Because we can
Update: EAW Galaxy is almost ready for launch. We're currently in need of forum staff and content writers for the main site. Please PM or Email me ASAP.
BFME Fans if you think you have what it takes, bfmeworld.com would love to be built. I have neither the time, nor the motivation any longer...
#7
Posted 25 April 2006 - 05:18 AM
if i wang to remove the ability ,is change the codelike this?
Object IsengardSaruman
RemoveModule
isn't it?
#8
Posted 25 April 2006 - 05:34 AM
also please validate your email it takes a few seconds
do what ched said and try removing it from teh commandset
Dmain | I-Cold | earthWhois
Dmain Now offers .mobi extensions....why? Because we can
Update: EAW Galaxy is almost ready for launch. We're currently in need of forum staff and content writers for the main site. Please PM or Email me ASAP.
BFME Fans if you think you have what it takes, bfmeworld.com would love to be built. I have neither the time, nor the motivation any longer...
#9
Posted 25 April 2006 - 09:41 AM
metalslug3cn2002@yahoo.com.cn
#10
Posted 25 April 2006 - 12:58 PM
- you CAN make new command buttons, but you can't give them an image. also, you can't change the image of existing command buttons
- you can't edit sounds
- you can use RemoveModule to remove existing modules (like timers)
- if you edit an object in map.ini, it's ChildObjects don't get changed at the same time (that's because the engine actually clones the objects and then changes the clones)
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#11
Posted 25 April 2006 - 03:07 PM
like RemoveModule
thanks a lot
#12
Posted 25 April 2006 - 04:45 PM
@Ched: No no no no no... You CAN'T simply edit the commandset... It wont work! Let me explain map.ini:
It is an override File. One of the most Glorious (and the biggest pain) things about it is you only include what you are changing. Watch this:
CommandSet IsengardSarumanCommandSet 6 = Command_SpecialAbilityWordOfPower End
This will NOT make it so Saruman ONLY has Word 'o' power, it will ADD word of power to his commandset...
This is what you have to do:
CommandSet IsengardSarumanCommandSetNEW 6 = Command_SpecialAbilityWordOfPower End
Then:
Object IsengardSaruman CommandSet = IsengardSarumanCommandSetNEW End
This will make it so he ONLY has Word of Power! Hope this helps shed some light on the functions of map.ini
EDIT: The tutorial has been updated
Edited by Fingulfin, 25 April 2006 - 05:37 PM.
#17
Posted 26 April 2006 - 01:55 AM
i am waiting for your next tutorial
Edited by tarma2004, 26 April 2006 - 04:27 AM.
#18
Posted 05 May 2006 - 03:22 PM
Make a condition, if player spawns saron, the delete unit and spawn your version of saruon which can be made in teams and abilities are pre-defind by you, the player won't even see this happening because it will be simo, the only issue here is you would have to spawn it relativly close to the players start point. So the only time they would see this is if they made another keep and spawned him from there. However u can script this out as well, but i will show u the easy script, again u can make it spawn were the orignal came from, but ofcourse thats more work
*** IF *** Player 'Player_1' has Equal To 1 unit or structure of type 'MordorSauron_RingHero' *** THEN *** Find unnamed 'MordorSauron_RingHero' Owned by Player 'Player_1' nearest team Team 'Player_1/teamPlayer_1' and reference as UnitRef 'spawnofsatin' *** IF *** Unit 'spawnofsatin' exists and is alive. *** THEN *** Unit 'spawnofsatin' is removed from the world. Spawn an instance of Team 'Player_1/team1subsaron' at Waypoint 'Player_1_Start'. *** IF *** Team 'Player_1/team1subsaron' has been created. *** THEN *** Have Team 'Player_1/team1subsaron' AttackMove follow Waypoint Path 'gathpath1' , as a team is FALSE , in formation is FALSE *** ELSE *** Enable Script 'Script 3'.
there are a few ways to do this from stopping the inital build and starting the keep building your version to other ways, actually allot, but in all you can do it without touching the INI and allowing it to be played just by downloading live online.
Xnode
Edited by xnode, 05 May 2006 - 03:24 PM.
#20
Posted 08 May 2006 - 02:21 PM
what's the problem with using a map.ini?
That is an alternative that most who are asking about scripting here are talking about the worldbuilder scripter and not editing any ini,big etc. It's fine for those that wan't to do it that way, have at it. But from what I gather, this part of the forums is ment for purly the worldbuilder, there for I am giving that versions correct way of working on such. You just seem to want to argue every post I do, sorry to take away from your spot light, so I will leave your almighty knowlege to fill all answers from here on out, after all you were here first right?
(admin moderators, no worries, this is my last post, been fun while it lasted, but people like this, who needs them, I just move on to another forum,. Later)
Xnode
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